Showing posts with label Space heroes. Show all posts
Showing posts with label Space heroes. Show all posts

Tuesday, October 2, 2018

Ellen Ripley and Jones the Cat from 'Alien'

“I say we take off and nuke the entire site from orbit…it’s the only way to be sure”





Ellen Louise Ripley

F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 46
Karma:70
Resources: Typ (06) to Pr (04) – See Limitations.
Popularity: 2/10/-10 (Within normal situations, among those who know of her situation, within Weyland/Yutani corporate circles)

Talents:
Ripley has many skills and is quite intelligent (See Powers). Ripley has the following skill-sets:

Starship Piloting
Astrogation
Engineering
Improvised Weaponry
Knowledge: Navigation lanes
Knowledge: Ship Protocols
Knowledge: Weyland-Yutani Protocols (Low)
Power-lift piloting
Leadership*
Notice*
Firearms


Powers:

Ripley has no real powers, but possesses several key-like abilities which make her quite formidable and capable. Ripley’s survival throughout the first two Alien films set her apart from most her companions. Ripley’s abilities include:


  • Quick Learner: Ripley seems adept at picking up skills fairly quickly, such as firearms under a short period of time, operational combat driving, and the ability to quickly assess a situation within moments. As such, Ripley can make a reason FEAT to gain the basic understanding of a nominal talent (Judge’s discretion) or assess a situation.
  • Iron Resolve: Ripley can force herself to act in situations which seem dire and hopeless and against her own fear with a firm determination. Ripley can use her Psyche in situations where a fear effect is present or a situation seems difficult if not impossible. Ripley can motivate herself to continue forward even if she is afraid and ignore the penalties of the situation or condition. Note: This does not grant Ripley Iron Will – Ripley still takes damage and suffers the physical effects, but instead Ripley does not face the Psychic and/or emotional aspects to rank.
  • Lucky Breaks: Despite what would be considered a great of tragedy, Ripley does have luck on her side, ranging from being able to spot the xenomorph in the shuttle to arriving and being rescued by Bishop aboard the Sulaco’s second drop ship. When Ripley is in a situation where it seems most dire, Ripley can spend 50 karma to enact a lucky break (surviving an assault aboard the ship, managing to get thrown into the room with the power-lifter, or even being able to survive being almost sucked into space.
Contacts:
Ellen Ripley has few contacts, mainly with her former crew and perhaps Cpl. Dwayne Hicks and Newt, the other survivor of LV-426.

Limitations:
  • Traumatized Until the events after Aliens, Ripley suffers from terrifying dreams which temporarily reduce her Psyche and actions for 1d4 hours. The limitation seems to fade after the events of Aliens.
  • Corporate Enemies It would be safe to say that Ripley is not friendly with her former company Weyland-Yutani, especially after the events of the first two movies. Ripley has very little respect for the corporation as their actions have directly affected her in various ways. As a side-effect, when situations occur, Weyland-Yutani will quietly sweep anything regarding Ellen Ripley under the rug and will discredit her when possible.
  • Reputation Ellen Ripley’s reputation was fairly destroyed after the events of the first Alien movie, and as such she’s considered deranged. Ripley’s reputation leads to the revocation of her flight status, making her unable to get gainful employment outside of power-lifter operator.
  • Vengeful Ripley is vengeful towards the xenomorphs and will never entertain anything less than their complete destruction. As such, Ripley cannot be dissuaded or convinced that the xenomorphs offer anything valuable.
  • Loyal Ripley is extraordinary loyal as a friend and parent figure, willing to sacrifice herself to protect people and will often place herself in danger to do so. Ripley will stop at nothing to help those around her, including venturing into the xenomorph hive to rescue Newt, return with a power-loader to do one-on-one battle with the xenomorph queen, and ensure that Jones the cat is rescued and in the status chamber.
  • Distrustful of Synthetics With the only exception being Bishop, Ripley is distrustful of most other synthetics, suffering an immediate Psyche FEAT at -1cs or having an angry reaction when encountering them. Ripley does not trust synthetics after her encounters with Ash, although she has a grudging respect for Bishop at the end of Aliens
 Jones the Cat




F: Fb (2)
A: Gd (10)
S: Fb (2)
E: Gd (10)
R: Fb (6)
I: Gd (10)
P: Pr (04)
Health: 24
Karma: 20
Popularity: 0
Resources: N/A

Jones is a bit above average feline, possessing all normal feline characteristics. Jones is a little more aware, avoiding a xenomorph and warning the others of its presence.

Wednesday, May 20, 2015

Matthew Star from 'The Powers of Matthew Star'

Quadris, a planet of the (Tau Ceti) system, twelve light years across the galaxy from Earth. It was home for us until an intergalactic armada conquered it. I fought by the royal family's side, but in vain. Even their remarkable powers weren't enough. The crown prince and I escaped to the nearest planet on which we could survive and further his powers in order to some day return to free his people.

Here on Earth, the prince is known as Matthew Star. He's a typical American teenager. He has friends; people who love him. And me, his guardian. I'm the only one who knows how special he is. Life for us is a series of joys and dangers. Enemy assassins constantly come to destroy us. Alone, we must survive.








Matthew Star/E'Hawke

F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: In (40)

Health: 56
Karma: 80
Popularity: (as Matthew Star on Earth) 0, (As Prince E'Hawke in outer space) +20
Resources: Gd (10)/Unknown (As a crown prince of a moderate space empire)

Talents:
Student*
Knowledge: Quadrasian Culture
Knowledge: Quadrasian History
Psionic Combat*
Heir To Fortune: Nobility*


Powers
Omnipath Matthew Star is an Omnipath, whose powers will grow as he gets older. As of the series, Star has developed various abilities with the potential to become the greatest Omnipath his people have ever seen. For the purposes of this write-up,Star's omnipathic powers are restricted to what he has manifested during the entire first season and parts of the second. Star has demonstrated the following powers:
  • Telepathy: Ex (20)
  • Telekinesis: Ex (20)
  • Precognition*: Ex (20)
  • ESP: Ex (20)
  • Clairvoyance: Rm (30)

Star's powers are formidable but undisciplined, and is shown to be far more expansive in the second season (including some levels of matter transformation). As Star grows in age and discipline, his powers also grown in scope and power. Early on however, Star's abilities while outwardly impressive require an effective control FEAT to use (Except his Precognitive and Clairvoyant powers).


Contacts
Star's only real contact initially is his mentor/teacher D'Hai/Walter Shepherd. Although technically Star has countless contacts within his home world, he is technically unable to use them until he is able to return home and free them.

Limitations:
Matthew has several key limitations both due to his unique physiology and status:

  • Hunted: Matthew Star is actively hunted by the agents of the enemy occupying force from his home world, and has been the target of multiple attempts to either capture or kill him.
  • Enemy: Alien Overlords: The Armada that has taken his over his home world are considered 'arch-enemies' of Matthew.
  • Secret: Alien: It is not publicly known that Matthew Star is alien. Even his girlfriend Pam was unaware of his dual nature.
  • Inexperienced: Early on, Matthew has only limited experience with controlling his powers.
  • Watched: The US Government is currently Watching Matthew Star and is aware of his dual nature.
  • Elemental Allergy: Most Quadrasian have severe allergies in reaction to Earth's environment (similar in scope to the Inhuman elemental allergies). While Matthew seems not to be effected, all other members of his race/species have shown nearly deadly reactions to various Environmental issues.

Wednesday, November 7, 2012

Commander Arcturus Rann from 'Micronauts'

Commander Arcturus Rann



 Originally published in 2009 on Classic Marvel Forever.


Arcturus Rann/Time Traveler/Space Glider

F: Ex (20)
A: Ex (20)
S: Gd (10)
E: Rm (30)
R: Ex (20)
I: Am (50)
P: Rm (30)

Health: 80
Karma: 100
Popularity: 5/10/100 (on Earth/Space/Microverse)
Resources: Rm (30)

Talents:
Commander Rann possesses the following skills:
  • Military
  • Marksman*
  • Dual Weapons
  • Leadership*
  • Astrogation
  • Knowledge: Microverse History
  • Knowledge: Microverse culture
  • Knowledge: Various planets of the Microverse
  • Knowledge: The Uni-Force
  • Resist: Domination*
  • Pilot
  • Repair/Tinker
  • Electrical Engineering
  • Structural Engineering
  • Guns
  • Aerial Combat
  • Computers

Powers:
Host of the Enigma Force: While on his 1,000 year voyage through the Microverse, Rann became the host of the mysterious Enigma Force and the time-travellers who utilized it. As such, Rann was tied directly into the Enigma Force, often acting as either its conduit or agent against such things. Rann did not always utilize his powers consciously, and certainly did not maintain control as to when the Enigma Force would 'work through him'. Rann benefited from his use of the Enigma Force the following ways:
  • Vessel: The Enigma Force would empower Rann, as it did during the initial 'Final Battle' with Karza, granting him a +3cs bonus to all of his FASERIP. This bonus would 'spend' Rann, requiring weeks to fully recover from using the Enigma Force.
  • Cosmic Awareness: The Enigma Force would occasionally provide Rann with snippets of information via the Time Travellers or Rann's expanded consciousness. As such, Rann could be considered to have limited Cosmic Awareness
  • Recovery: Rann's connection to the Enigma Force could allow him to recover from near-fatal wounds and/or effects.
  • Danger Sense: Am (50) perception, allowing Rann to occasionally react to danger.
  • Psi-Screen: Un (100) Psionic protection from having his thoughts read. Even Professor X commented to this fact as being one of the 'toughest minds to read'
  • Incarnation Awareness: Rann could perceive the Time Travellers, not realizing until some time later that many of them were his own projections via the Enigma Force.

Iron Will: Rann's will was legendary in the Microverse, granting him In (40) will to withstand torture and/or pain, as well as mental presence to ignore damage, such as when he lost his hand.

Contacts:
Rann had the following Contacts:
The Micronauts (Especially Marionette)
The various surviving races in the Microverse
Nick Fury
SHIELD
The Fantastic Four

Limitations:
  • Enemy: Baron Karza: Rann was the sworn enemy of Baron Karza, and would stop at nothing to see him destroyed and/or deposed.
  • Loyal: Rann was nearly always loyal to the Micronauts, working to protect them as they were his 'family'.
  • Servant of the Enigma Force: Rann was the servant (occasionally unwillingly) of the Enigma Force. As such, the Enigma Force would use Rann as it saw fit.
  • One-Handed: During one point of the New Voyages adventures, Rann lost his hand and did not immediate replace it. 
  • Secretive Goals: Especially during New Voyages, Rann maintains an air of secrecy and misdirection of purposes. 

Wednesday, October 7, 2009

Space Ghost, the scourge of intergalactic evil

Space Ghost






Thaddeus Bach

Fighting: Remarkable - 30
Agility: Remarkable - 30
Strength: Amazing - 50
Endurance: Amazing - 50
Reason: Good - 10
Intuition: Remarkable - 30
Psyche: Remarkable - 30
Health: 160
Karma: 70
Popularity: 50 across the Commonwealth
Resources: Am (50)

Talents:
Law– Enforcement*
Piloting
Astrogation
Marksman*
Martial Arts A
Knowledge: Alien Races

Powers:
Power Bands*: Space Ghost possesses alien power bands which grant him the following abilities:
  • Gravitation Blasts: Space Ghost can fire Mn (75) blasts of gravitation force, capable of punching through starship armor. Space Ghost can determine the level of effect, and can alter local gravity fields with a simple modification of force.
  • Magnetic Pulse Beams: The Power Bands can fire up to In (40) level magnetic force beams.
  • Plasma Blasts: Space Ghost can fire super-cooled or super-heated blasts from his Power Bands, capable of freezing or melting a target with Am (50) intensity.
  • Energy Absorption/Channeling: Space Ghost can absorb and channel energy through the Power Bands, increasing either the effectiveness of the bands or his own strength, which is augmented by the gravitational field utilized by the bands. Space Ghost can absorb up to 200 Pts of Energy and redirect it in such a manner.
  • Interstellar Communication with Phantom Cruiser/Ghost Planet: Space Ghost’s Power Bands allow him to communicate with Cl1000 range. A built in Linguistics translator allows him to translate into all known languages within the 28 systems with Un (100) ability.
  • Increases his Strength and Endurance by +3cs, otherwise Bach as Ex (20) strength and Ex (20) endurance.
  • Force Field: Space Ghost’s Force Field protects him from the rigors of space and grants Am (50) against physical, energy, radiation, toxins, disease, and the rigors of space travel. In addition, the Force Field allows Space Ghost to maintain an oxygen supply in deep space.
  • Invisibility: Space Ghost can render himself invisible with Mn (75) ability.
  • Phasing: Space Ghost can phase while invisible with Mn (75) ability
  • Non-Detection: While Invisible, Space Ghost cannot be detected through normal enhanced senses, super senses, telepathic/empathic means, or additional tracking abilities.

The Phantom Cruiser:
(Body: Mn (75) Speed: Un—Cl1000 Control: In (40))
The Phantom Cruiser was originally designed as a weapon of war, and maintains twin plasma cannons as well as formidable cloaking technology. In addition, the Phantom Cruiser possesses tractor beams, a full computer and communications array, and medical kit.

Contacts:
Jace/Jan
Saloman
The Commonwealth of systems

Limitation:
  • Dedicated to Justice: Space Ghost is incorruptible to the pursuit of justice, and as such, is solely dedicated to seeing the innocent protected and the guilty brought to justice.
  • Secret ID: Most people believe that Thaddeus Bach is dead.
  • Enemies: From the Zorak to Moltar, Space Ghost has many enemies.

Background:
Thaddeus Bach was an idealistic member of the interstellar law enforcement branch dubbed the commandment. Selected for the Eidolon Elite, the young Bach becomes discouraged by the level of corruption within the ranks. When his desire to bring the corruption to light surfaces, the Eidolon Elite betray Bach, murdering his young wife and unborn son, and leaving Bach on a remote and apparently lifeless planet.

On the planet, dubbed “The Ghost Planet”, Bach is saved by a mysterious alien known as Saloman, who nurses Bach back to life and tells him his own story. The last of a group of ancient aliens, Saloman designed massive weapons of destruction, which Bach takes to gain his revenge.

Along the way, Bach’s need for revenge is tempered by a need for justice, and rather than seeking revenge, Bach instead saves both a planet and ultimately himself. Returning to the Ghost Planet, Bach begins a new crusade, to help the helpless, save the innocent, and become the silent avenging spirit of justice…

Space Ghost.

Acroyear of Spartak, Micronauts warrior supreme






Acroyear





F: Am (50)
A: Rm (30)
S: Rm (30)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 140
Karma: 70
Resources: Typ (6)
Popularity: -40/40 in Microverse, depending if Baron Karza is ruling

Talents:
Weapons Master*
Military
Leadership
Martial Arts: A, C, E
Astrogation
Aerial Combat
Firearms

Powers:
Iron Will: Acroyear has Rm (30) Iron Will.
Combat Sense: Acroyear has Rm (30) combat sense, and can fight when blinded or without sight
Recovery: Acroyear can recovery endurance ranks at a higher rate, granting him Rm (30) ability.

Body Armor: Acroyear wears a suit of durable, lightweight Body Armor which provides him the following:
- In (40) protection from Physical, Rm (30) vs. Energy
- Self-Sustenence including an air-supply, protection from Toxins, disease, and radiation with Rm (30) ability.

Glider: Using Glider Wings, Acroyear can fly with Ex (20) airspeed, and is well-versed on aerial combat.

Energy Sword: Acroyear wields an energy sword which can slice through materials up to Mn (75). For combat, Acroyear does his strength damage, but halves effective body armor. The sword seems to have an unlimited charge.

Contacts:
The Micronauts


Limitations:
Unusual Looks (Marvel Version)
Honorable
Enemy: Baron Karza